Commit Graph

18231 Commits

Author SHA1 Message Date
nhmall
96fedbdeab update generated files from cron daily 2026-01-14 09:34:50 -05:00
PatR
4e0a91907b fix pull request #1476 - engraving punctuation
Pull request from entrez:  reading an engraving added a terminal period
after the quoted text even when that text already ended in one.

That should be conditional like it already is (post-3.6) for T-shirts.

Fixes #1476
2026-01-13 11:04:03 -08:00
Michael Meyer
c92014bf3c Follow-up to engraving punctuation
Skip the terminal period only if there is true punctuation at the end of
the engraving, not degraded text.  This feels a bit janky because the
way engravings are malloced and structured uses this manual offset to
access the space allocated for text.  I used a macro to unify all those
accesses so that it will be harder to screw it up if something changes
in that respect, since repeating (ep + 1) as a magic number across
engrave.c seems quite brittle.
2026-01-13 10:32:08 -08:00
Michael Meyer
e18cf594d3 Avoid redundant punctuation in engraving message
Change the formatting of reading an engraving to include a terminal
period only if the engraving does not already include punctuation, to
avoid messages like:

| You feel the words: "Please don't feed the animals.".

This brings the formatting of the read_engr_at() message in line with
doread().

One minor concern with this is that degraded engravings can use
punctuation to represent "chicken scratch" degraded text rather than as
actual punctuation, and ideally it might be better to include the final
period if you're reading an engraving like "Hc| ?  |?".

This is true of burnt T-shirts already, but it's much more common with
engravings.  It should be possible to identify "real punctuation" by
checking whether (ep->engr_txt[pristine_text] == et[elen - 1]) -- but
this doesn't actually work without more tinkering, since trimming
initial whitespace in u_wipe_engr() updates the actual_text pointer so
the indices stop matching.
2026-01-13 10:32:08 -08:00
nhmall
c5f0e7642b generated files updated 2026-01-12 20:35:01 -05:00
Alex Smith
9bd8fcf82a Cursed potions of invisibility remove intrinsic invisibility
They still have their other current effects (aggravating monsters
and granting temporary invisibility). This is mostly meant as a way
of counteracting the "turn permanently invisible" effect of magic
traps, for players who would rather their characters remained
visible.

Thanks to paxed for helping with this commit.
2026-01-12 18:09:35 +00:00
nhmall
4546603eb5 fixes3-7-0.txt catch-up
Related to:
    96394394b8 Fix comment typo
    c016367d8c an old comment typo
    6459d44461 some spelling and inconsistency corrections;
	                                     comments and elsewhere
    c62d76b776 more spelling and inconsistency corrections;
                                             comments and elsewhere
    8b280d6108 whitespace follow-up
    9a26f9d37d new typo fix

Reference:
    https://groups.google.com/g/rec.games.roguelike.nethack/c/F28kIo9HOsA/m/6IYW7YRXSJsJ
2026-01-12 07:17:21 -05:00
nhmall
9a26f9d37d new typo fix 2026-01-11 21:28:15 -05:00
nhmall
8b280d6108 whitespace follow-up 2026-01-11 21:23:37 -05:00
nhmall
c62d76b776 more spelling and inconsistency corrections; comments and elsewhere 2026-01-11 21:12:25 -05:00
Alex Smith
904e3ffe67 Clarify in the #quit prompt that it doesn't save the game 2026-01-12 00:52:24 +00:00
Alex Smith
ceaffcbd47 Large polyforms unequip cloaks rather than destroying them
This commit is intended to achieve two things: a) making Vlad's
throne a little less dangerous, b) making polymorph traps less
dangerous for players who don't have magic resistance. (At present,
uncontrolled polymorph is too dangerous in the late game for most
players to consider risking it, so they take care to avoid things
that have even a small chance of it, cutting out a lot of potential
strategies. Toning down polymorphs should make them happen more
often by increasing the chance that players will be willing to go
without precautions.)

Body armor is still destroyed (with the existing exception of
dragon armor), in order to mostly preserve the balance effect of
polymorph traps in the early game.
2026-01-11 22:19:43 +00:00
Alex Smith
6de59927a2 Vlad's throne rebalance
This removes the container-cursing effect (which is too specific
and too easy to work around) and replaces it with an effect that
greases everything (largely but not entirely positive).
2026-01-11 22:12:35 +00:00
nhmall
fd9f8cfd60 Update submodule lua to v5.4.8 2026-01-11 12:08:32 -05:00
nhmall
6459d44461 some spelling and inconsistency corrections; comments and elsewhere 2026-01-11 11:31:34 -05:00
nhmall
c016367d8c an old comment typo 2026-01-11 10:11:30 -05:00
Pasi Kallinen
d0b9846367 Move item actions into separate src file
Haven't tested compilation on Windows and VMS ...
2026-01-11 14:46:25 +02:00
PatR
ac7f0d3615 context sensitive item action for candles
When picking candles from an inventory display, expand the 'a' choice
if carrying the Candelabrum of Invocation.
2026-01-11 01:49:06 -08:00
Pasi Kallinen
96394394b8 Fix comment typo 2026-01-11 11:42:16 +02:00
Alex Smith
09b879d7ad Give a message when throwing ammo without a launcher
This is primarily intended to help new players understand the
mechanics (the "wield the launcher, throw the arrow" sequence may
be unfamiliar to newer players), so the message is worded to
indicate the correct way to use the ammo.
2026-01-10 20:00:59 +00:00
Alex Smith
f2a958e7e8 Make dragonhide affectable by rotting attacks
Dragon corpses are capable of rotting, so it's plausible that the
skin of a dead dragon might also be possible to rot.

This is unlikely to come up in actual play at present (unless
wishing for rotten DSM, it can only end up rotting as a consequence
of brown pudding attacks): the primary motivation is to open up new
possibilities for armor-damaging attacks, which in current NetHack
aren't very relevant in the late game because everyone is wearing
dragon scale mail.
2026-01-10 18:56:56 +00:00
Pasi Kallinen
40b39c1026 Bigroom 13: Add few more pillar arrangements 2026-01-10 17:47:34 +02:00
Alex Smith
3edd07b23e Changes to the scroll of enchant armor
After discussing with paxed, I decided that instead of reducing the
safe enchantment limit for magical armor, it is instead better to
make the scrolls less effective on it.  So this commit restores the
previous rules for the safely-enchant-from level and changes the
effectiveness of the scrolls to compensate.

Non-elven magical armor now only gets +1 from blessed scrolls of
enchant armor when enchanted from +3, coming to a total of +4. But
scrolls of enchant armor are now more effective on nonmagical and
elven and previously unenchanted armor, giving more of an incentive
to use them in the early game.

Cursed and uncursed scrolls of enchant armor are now also more
powerful than they were (but less powerful than blessed scrolls),
hopefully making it a more interesting decision as to whether to use
scrolls of enchant armor even if you don't have the means to bless
them.
2026-01-10 15:16:02 +00:00
Pasi Kallinen
e93f0dedbf Make lyncanthropy less crippling
Now, the were-creature instincts will keep the hero from
unintentionally changing shape while next to hostile creatures.
2026-01-10 14:05:06 +02:00
Pasi Kallinen
e504d44de2 Add "snake wall" to bigroom variant 1
Also increase the chances of having walls in bigrm-1 from 75% to 80%
2026-01-10 11:19:52 +02:00
Pasi Kallinen
99b893c786 Add a new bigroom variant "pillars"
Some variants have a bigroom variant called "Mines of Moria";
this one is very much that, but has several different arrangements
of the pillars.
2026-01-09 19:39:45 +02:00
Pasi Kallinen
b19db444c5 No wish resuming for the fuzzer 2026-01-09 16:13:30 +02:00
nhmall
4a4b0e60f9 whitespace style in a generated file 2026-01-07 11:21:46 -05:00
Pasi Kallinen
8d87886458 Fix vision when vampire changes form on a door 2026-01-07 13:07:07 +02:00
nhmall
e724711f46 Lua version bump follow-up 2026-01-06 15:41:36 -05:00
Pasi Kallinen
b9d781e0b2 Fix segfault when carried box explodes
Opening a trapped box in inventory, if the box exploded and was
not destroyed, then temporary variable otmp was pointing to null.
2026-01-06 21:00:33 +02:00
nhmall
4b5b146674 should_displace() does not modify mfndposdata struct pointed at by data param 2026-01-04 11:54:28 -05:00
nhmall
44fcbb180d bump COPYRIGHT_BANNER_A 2026-01-04 11:16:45 -05:00
nhmall
642cf9a93e bump Lua references from 5.4.6 to 5.4.8 2026-01-04 11:12:50 -05:00
nhmall
aec4504337 let build be possible with current (5.5.0) Lua
Lua 5.5.0 became the most-current Lua version on December 22, 2025
2026-01-04 10:37:19 -05:00
Pasi Kallinen
f2cd27551d Just pass a mfndposdata pointer to should_displace 2026-01-04 16:34:28 +02:00
Pasi Kallinen
37df18b59c Use struct to pass data out of mfndpos
Instead of passing two array pointers to mfndpos, fold the data
into a specific struct.
2026-01-04 14:00:43 +02:00
Pasi Kallinen
01928276d5 Monsters use wand of teleportation more 2026-01-03 11:04:13 +02:00
Pasi Kallinen
5b22feb795 Reduce the effect of luck on to-hit
Luck has a massive effect on the to-hit chance; maximum luck alone
(which almost everyone has past the midpoint of the game) gives
10 points to to-hit, so accounts for 50% chance alone, excluding all
other effects.

Multiple variants do something similar to this, so it is well tested.
This version comes from xNetHack by copperwater <aosdict@gmail.com>,
and allows the +1 or -1 luck adjustments of early game, such as full moon,
to have an effect.
2025-12-31 12:47:20 +02:00
Pasi Kallinen
0dac2b5fa0 TTY: add support for the palette config option
For now, terminal colors are not reset back when exiting NetHack.
Depends on CHANGE_COLOR compile-time option.
2025-12-30 19:26:07 +02:00
Pasi Kallinen
6707d3bfba Safe armor enchantment limits
The safe armor enchantment limit is lowered by one, if the armor
is innately magical.  This takes off 3-7 points of AC from
a typical ascension kit, but should not really have any effect
for early game.

Also clean up the relevant code a bit.
2025-12-27 18:24:26 +02:00
PatR
5030de7343 fix #1466 fix - stacking in inventory
The earlier fix from a couple of days ago was mislabeled as #1455
but was actually #1466.  It fixed picking up a thrown stack into
hero's empty quiver but broke keeping thrown items, dropped items,
and stolen items separate on the floor.  This repairs that.
2025-12-26 14:53:59 -08:00
nhmall
4d33d00ad2 update tested versions of Visual Studio 2025-12-26 2025-12-26 12:37:28 -05:00
PatR
5bda026acb fix issue #1455 - fully thrown quiver stack won't
autoquiver when picked back up

Issue reported by ars3niy:  empty quiver used to be refilled when
picking a thrown item or stack up.  Bug introduced by a previous fix
(commit 593a93d254) dealing with the
post-3.6 obj->how_lost field.

As with the last time I dealt with this, there was a lot of trial
and error involved.  This fixes the quiver issue without bringing
the earlier problem back.  This time the problem was that how_lost
got cleared before it was used to check whether an item being picked
up had been thrown.

Dropping part of a stack and throwing another part of the same stack
may behave oddly if a monster picks both up.  I am not going to try
to figure that out.

Fixes #1466
2025-12-24 22:11:16 -08:00
PatR
aae7778d66 github issue #1472 - elven monster bow bonus
Issue reported by Tomsod: monster elves were intended to get a small
bonus to to-hit and damage when shooting arrows with bows, but the
check for that tested the arrows for skill P_BOW which never matches.
It should be -P_BOW.

[Pretty minor: +1 to-hit for any bow, another +1 to-hit if elven bow;
+1 damage for elven arrow; against hero and against other monsters.]

Fixes #1472
2025-12-23 23:28:58 -08:00
PatR
45766db520 pull request #1471 - winter wolf cub
Pull request by umbire:  the list of monsters which had lycanthrope
forms includes winter wolf but was missing winter wolf cub.  Affects
cannibalism check when hero is a werewolf and eats a winter wolf cub
corpse.

One-line fix entered manually rather than using the git commit.

Fixes #1471
2025-12-23 23:13:08 -08:00
Alex Smith
9828a05bbb Don't treat low monster-form HP while polymorphed as a major trouble
Running low on HP in monster form isn't the same sort of critical
problem that running low on HP while not polymorphed is, because the
character changes back when the monster form HP runs out rather than
dying. (Indeed, running out of HP in monster form is often
intentional.)

The exception is when wearing unchanging (which implies both that the
monster form is intentional and that running out of monster HP would
be fatal), so low monster-form HP is treated as a major trouble in
that case.

Inspired by <https://nethack-yanis.github.io/yanis/4724.html>.
2025-12-21 10:44:50 +00:00
Pasi Kallinen
91cc3e3f12 Replace a weight magic number 2025-12-14 20:23:22 +02:00
Pasi Kallinen
758528f094 Grimtooth and Sunsword invoke can be paid with magic power
If the invoke timeout hasn't run out, the effect will take 25 pw,
the same as a lvl 5 spell.
If hero doesn't have that much, then the invoke fails.
2025-12-14 12:00:30 +02:00
Pasi Kallinen
b92cccbbcd A line added, a space removed 2025-12-12 17:57:58 +02:00